This application relates to two-player games of skill, specifically those using actuators and indicators.
This application uses the following defined terms:
Actuator—a physical means of sending a signal to the device embodying the invention.
Press—to activate an Actuator by physical means.
Indicator—a visually observable device capable of changing state
Indicate—to change the state of an Indicator
Player—one of the two participants in the game
Memory—a means of recording each player's cumulative score
Timer—a means of measuring and signaling the end of a given time interval
The First Embodiment of the invention that is currently being sold by various retailers is a hand-held electronic game unit with two tactile switche Actuators (one for each Player), an LED Indicator for each player (one gren, one red), a 2-color red/green center LED Indicator, a microcontroller, and power supply. See
The microcontroller is pre-programmed to accept input from the tactile switches, display information using the LEDs and to perform the other functions shown in
The center LED is off for a random amount of time, then turns either red or green for a random amount of time, then turns off for a random amount of time, repeating this cycle until a Player Presses.
The object of the game is for each Player to try to be the first to Press his or her Actuator when the center LED turns green. If a Player does so, he or she is awarded a point which is stored in Memory.
If a Player presses when the Indicator(s) are not in the “Press” state, the other Player is awarded a point which is stored in Memory.
A point is Indicated by flashing the LEDs that correspond to the color of the scoring Player.
The microcontroller determines whether a point has been scored and by whom, and keeps track of each Player's cumulative score. When one Player's score reaches a predetermined limit, the center LED turns solid and the winning Player's LED flashes, ending the game.
Although the First Embodiment uses the aforementioned design, the invention is equally well-suited to countless other embodiments. One could easily utilize Actuators consisting of touch-sensitive switches, light sensors, wireless controls, or any other type of physical means of control. The invention is equally well-suited to countless other types of visual cues and Indicators such as LCD screens, or any type of electrical or mechanical apparatus that is capable of being seen by the Players and changing state.
Similarly, there are countless different methods of visually Indicating the various states of the game. Those in the First Embodiment were chosen for their simplicity and low cost.
The steps in Figure One are shown in their approximate order, but certain steps can precede different steps without altering the fundamental game. For example, the boxes that say “Obtain random value for Timer Counter” and “Randomly change the Indicator(s) to Indicate ‘Press’ or ‘don't Press’” could just as well be in the opposite order.
Additional embodiments that are planned include, but are in no way limited to, the following:
This application is related to Provisional Patent Application No. 61/132,728, filed Jun. 23, 2008. The invention claimed herein is one part of said Provisional Patent Application. The inventor is separately filing and claiming other inventions included in said Provisional Patent Application.
Number | Date | Country | |
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61132728 | Jun 2008 | US |